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Craft: Enchanter

De Runarcana Wiki
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This arcticle is in accordance with the version 0.94 of Runarcana RPG

The Craft of Enchanter makes you capable of enchanting various items, making them magical, either through the infusion of magic or by combining unique ingredients that produce magical effects. An Enchanter is typically also a spellcaster, to make it easier to enchant items, but this is not a mandatory requirement, as knowing minerals and parts of magical creatures can potentially achieve magical effects.

Attribute: The attribute for tests related to the Craft of Enchanter is the Conjuration Attribute or Intelligence or Wisdom.

Synergies: Using an Enchanter's Craft Set, you can apply this craft to the following skills, enabling certain effects:

  • Arcana: When you study a magical item, your proficiency in this craft helps you unravel information, determine possibilities of how the item functions, or how to activate it.
  • History, Investigation, Perception: When inspecting a magical item, you can notice stylistic traits related to where the item was made and the era, in addition to being able to study any glyph language that may be present on the item.

Enchanter's Set

With the Enchanter's Set, you can create magical items tied to your maximum spellcasting level or your Craft level, whichever is higher.

Contents: An Enchanter's Set includes regional ingredients that can range from various crystals and stones, preserved animal parts, various types of powder, fragments of various materials, as well as sandpaper and chisels for sculpting and embedding pieces into pre-existing items.

Formulas for the Enchanter Craft

Level 1

Write Scroll

Prerequisite: Conjuration

Craft: Enchanter *
DC: *
Components: Scroll, Spellcasting Components, and Craft Set
Value: *

Writing a scroll requires the spellcaster to be familiar with the magic they want to write, have it prepared every working day, and consume half of the mana required to cast the spell (minimum of 1) per working day, and any necessary material components for casting the spell are expended during this process.

The cost and time required for each spell level are described in the "Creating Scrolls" table. A spell can be written on a scroll using higher-level slots, in which case the cost and time are based on the level at which the spell is being written.

Natural 20. The mana cost is reduced by 1 point per week, and the final cost is reduced by 25%.

Creating Scroll
Spellcasting Level Time Cost DC
Cantrip 1 day 15 GP 12
1 1 day 25 GP 13
2 3 days 250 GP 14
3 1 week 500 GP 15
4 2 weeks 2.500 GP 16
5 3 weeks 5.000 GP 17
6 4 weeks 15.000 GP 18
7 8 weeks 25.000 GP 20
8 16 weeks 50.000 GP 22
9 32 weeks 250.000 GP 24
Scrolls with cantrips are created as if they were being cast at 1st level.

Magically Infuse - I to VI

Craft: Enchanter *
DC: *
Components: Formula Ingredients and Craft Set
Value: *
Time: *

Each time this formula is chosen, it is chosen at a level. This formula is used in conjunction with other formulas to create enchanted items that are cheaper and quicker to craft. With it, the enchanted item is capable of becoming magical for a short period.
The enchantment of an item begins by taking a formula from a base enchanted item; its value and time are halved, and the required ingredients reflect this change, decreasing in rarity. However, in exchange for this convenience, the enchanted item becomes magical only when activated. The crafting DC of this item is equal to the DC of the original formula -2.
Activating an infused item is done using a bonus action, and the duration of the enchantment is 2 + the Craft level required to create the base item, in rounds. At the end of these rounds, the item loses the enchantment until a long rest is taken. The maximum rarity of an item that can be made using this formula is Rare, with Epic and higher items not being able to be created with this formula.

Natural 20. Add the item's level to the number of rounds it remains enchanted when activated.

Mana Crystal

Prerequisite: Conjuration

Craft: Enchanter 1
DC: 13
Components: Crystal, Components, and Craft Set
Value: *

A Mana Crystal is a high-quality, intact crystal into which mana has been channeled and fixed for later use.

Creating a Mana Crystal with a standard crystal requires a 1-hour ritual for each spell level used to channel mana into the crystal, in addition to 50 GP per spell level in magical components consumed during the process. During each hour of the ritual, one spell level in Mana points is transferred to the Crystal. More expensive crystals can expedite this process. The maximum amount of mana an enchanter can channel is based on their maximum spellcasting level. An enchanter attempting to channel mana beyond their spellcasting level to a crystal can dissipate all the mana from it or even irreparably shatter it.
An enchanter can use a Mana Crystal by redirecting the crystal's mana to themselves. For each Mana point, the enchanter must concentrate and be in contact with the crystal. In a Standard Crystal, every 5 minutes, 1 point of mana is transferred from the Crystal to the enchanter, and an enchanter is unable to channel mana beyond their capacity.
The quality of a crystal can affect the channeling speed and determine when it begins to dissipate mana.

20 natural. The ritual time is halved.

Mana Crystal
Spell Level Mana Capacity Value Weight
1 2 100 GP 7 Kg
2 3 250 GP 10 Kg
3 5 500 GP 13 Kg
4 6 750 GP 15 Kg
5 7 1.000 GP 20 Kg
6 9 1.500 GP 30 Kg
7 12 2.500 GP 40 Kg
8 16 5.000 GP 60 Kg
9 21 10.000 GP 80 Kg
The value is the minimum for a crystal with the capacity to hold that amount of mana. Higher-quality crystals can cost even more but expedite the channeling process in both directions.
Crystal Quality
Rarity Value Multiplier Channeling Multiplier Retention
Common 1x 1x 3 days
Uncommon 1.5x 1.5x 1 week
Rare 3x 2x 15 days
Very Rare 5x 5x 1 month
Retention is how long the Crystal can hold mana before it begins to dissipate it naturally. For each time value listed in this column, the Crystal dissipates 1 point of mana.

Automatic Armor

Craft: Enchanter 1
DC: 13
Components: Metal, Common Resonant Ingredient, and Craft Set
Value: 75 GP

This enchantment allows armor to be donned or doffed in just one turn after its user attunes to it.

By using an action, you activate the armor enchantment, either donning or removing it. When not worn, its size is smaller than usual, as if its pieces self-arrange efficiently.

Natural 20. When not in use, the armor's weight is reduced by 50%.

Level 2

Enchanted Strike

Craft: Enchanter 2
DC: 15
Components: Weapon, Uncommon Resonant Ingredient, and Craft Set
Value: 100 GP

The Enchanted Strike formula causes a non-magical weapon to deal damage of the same type but in a magical way.

To enchant an item with this property, the enchanter studies the weapon to find an Uncommon component that resonates with that weapon. An enchanted weapon now deals damage of the same type but magically: bludgeoning becomes crushing, slashing becomes lacerating, and piercing becomes incisive.

Natural 20. Refer to the "General Masterpieces" table.

Level 3

Power I

Craft: Enchanter 3
DC: 15
Components: Weapon, Uncommon Resonant Ingredient, and Craft Set
Value: 150 GP

The Power formula enhances a weapon, giving it a magical improvement for combat.

To enchant an item with this property, the enchanter studies the weapon to find an Uncommon component that resonates with that weapon. A weapon that receives this enchantment gains +1 to both damage and attack rolls.

Natural 20. Refer to the Magical Weapons I table.

Protection I

Craft: Enchanter 3
DC: 13
Components: Uncommon Resonant Ingredient, Armor (or Shield), and Craft Set
Value: 150 GP

The Protection I formula enhances armor or a shield, giving it a magical improvement to increase its protection.

To enchant an item with this property, the enchanter studies the armor or shield to find an Uncommon component that resonates with that item. Armor receiving this enchantment gains +1 to its AC and DR 1/true, while a shield gains +1 to its AC.

Natural 20. Refer to the Magical Armor I table.

Level 4

Power II

Craft: Enchanter 4
DC: 19
Components: Weapon, Rare Resonant Ingredient, and Craft Set
Value: 750 GP

The Power II formula enhances a weapon, granting it an even more powerful magical improvement, making it exceptionally potent.

To enchant an item with this property, the enchanter studies the weapon to find a Rare component that resonates with that weapon. A weapon receiving this enchantment gains +2 to both damage and attack rolls.
When applying the Power II enchantment to a weapon already enchanted with Power I, the original enchantment's value is deducted from the enchantment value.

Natural 20. Refer to the Magical Weapons I table.

Protection II

Craft: Enchanter 4
DC: 19
Components: Rare Resonant Ingredient, Armor (or Shield), and Craft Set
Value: 750 GP

The Protection II formula enhances armor or a shield, granting it a more powerful magical improvement, further increasing its defensive capabilities.

To enchant an item with this property, the enchanter studies the armor or shield to find a Rare component that resonates with that item. Armor receiving this enchantment gains +2 to its AC and DR 2/true, while a shield gains +2 to its AC.
When applying the Protection II enchantment to armor or a shield already enchanted with Protection I, the original enchantment's value is deducted from the enchantment value.

Natural 20. Refer to the Magical Armor I table.

Level 5

Power III

Craft: Enchanter 5
DC: 22
Components: Weapon, Rare Resonant Ingredient, and Craft Set
Value: 5,000 GP

The Power III formula enhances a weapon, granting it an exceptional magical improvement, making it extremely powerful.

To enchant an item with this property, the enchanter studies the weapon to find a Very Rare component that resonates with that weapon. A weapon receiving this enchantment gains +3 to both damage and attack rolls.
When applying the Power III enchantment to a weapon already enchanted with Power I or II, the original enchantment's value is deducted from the enchantment value.

Natural 20. Refer to the Magical Weapons I table.

Protection III

Craft: Enchanter 5
DC: 22
Components: Very Rare Resonant Ingredient, Armor (or Shield), and Craft Set
Value: 5,000 GP

The Protection III formula enhances armor or a shield, granting it an exceptional magical improvement, immensely increasing its defensive power.

To enchant an item with this property, the enchanter studies the armor or shield to find a Legendary component that resonates with that item. Armor receiving this enchantment gains +3 to its AC and DR 3/true, while a shield gains +3 to its AC.
When applying the Protection III enchantment to armor or a shield already enchanted with Protection I or II, the original enchantment's value is deducted from the enchantment value.

Natural 20. Refer to the Magical Armor I table.

Level 6

Swift Weapon

Craft: Enchanter 6
DC: 25
Components: Power II or higher weapon, Very Rare Resonant Ingredient and Craft Set
Value: 25.000 GP

The Swift Weapon Enchantment causes a weapon to gain supernatural speed when used in combat.

To enchant an item with this property, the enchanter studies a weapon that has the Power II or III enchantment to find a Very Rare component that resonates with that weapon and enchantment. Attacking with a weapon that receives this enchantment grants the attacker one additional attack with that weapon per turn.

Natural 20. “General Masterpieces” Table